Hello, I would like to suggest a feature implementation for crafting.
We all have days where things seem slow in the morning that we decide to craft/gather instead or we get pretty filled up on inventory and retainer spaces. This feature came to me a few months ago but only for a moment. At the time 'Synthesis roulette' came to mind as a name, but not quite as the intention of an actual rouletee mechanic. The idea is to use a few mechanics already in place to make a powerful tool, which should likely have a client side implementation. The idea is also partly to stimulate people using materials that don't sell well or craft the base items they need without realizing they already could.
The current mechanics in place are the item search function that searches player and retainer inventory, a recommendation list (powerful, yet underutilized and feature lacking), and the crafting log. The synthesis roulette would search through retainer and player inventory for all the items they have. After all materials have been found, another search would be done through the crafting log to see which items could be crafted, and listed per class in a list similar to the recommendation's list. Since this can get a little intensive processing wise, is why I suggest this mechanic should be done on client side. This way the network traffic will be reduced purely to que's on item stocks and character data (crafting class levels). After the que's, the client can search and compile a possible list relevant to the player at a fast speed that doesn't rely on network traffic.
This way, people will be able to see what they can make that has a bigger demand on markets, or what materials they can make for a certain synthesis of which they have none in stock, or even compact overall inventory space with fewer materials.
Example Given: Player has 13 fine sand in inventory, 20 distilled water on retainer A, 14 Limestones on retainer B. The tool would search through the items and suggest 7 mortars can be created.
While this is the base idea I have in mind, I'm even sure this could be extended into more potential systems. Few examples would be a recursive search that will also display recipies made possible with found recipies or a que/check against a Supply Mission or Ehcatl Nine Delivery. This might reduce competition between farmers to hunt for item drops they might already have (while the scenario might be small, it's doesn't seem impossible to happen).
Example Recursive recommendations: Player has ingredients to make mortar as previous example stated. They also have 8 Granite and 6 Cutstones in total stock. The recommendation's list will suggest a Mosaic Interior Walls can be crafted.
Example Supply Missions/Delivery quest: When a list of recommendations has been made, it can display an icon to designate that the item is requested by the grand company or Ixal Beast tribe.
I hope this suggestion might have sparked some ideas, that could be applied to other existing implementations if not just this suggested feature.

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